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#51 |
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Banned
Join Date: Sep 2007
Posts: 1,090
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1. Faster movement speed
2. Slower cooldown and activate times for aimed and power shot 3. Poison and bleed to do more damage 4.They're supposed to be bonded with nature, so how about being able to summon beasts? (Like the hawk or wolf mentioned earlier) 5.Dex really doesn'd do much as monsters rarely miss you, so how about Dex having increased effectiveness? |
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#52 |
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Member
Join Date: Sep 2007
Posts: 87
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Qn1. Solo: how does a Archer do soloing through the game?
PROS - Able to do decent DPS when well-geared - Able to avoid confronting a clustered group of mobs with his range/pull - Able to solo and kill white named mobs faster than most classes (exclude mages) CONS - Unable to to solo a yellow named mob without buffs and potions. - Unable to perform kiting without a speed scroll (move speed of mob is the same as player + casting time delay = you are hit!) - Do not have a proper slow skill against mobs when level range 1- 59 - Repeated cast of bone shot(after +5 empowerment cooldown) do not stack if target is still affected with your previous bone shot - Evasion do not work properly with 2 or more mobs on you. (correct me if im wrong here) - Unable to perform attacks well in confined places when their range cannot be fully utilised. Qn 2. Group: Does the Archer perform well as a distance damage dealer / debuffer Debuffer PROS - 2 DoTs skill is sufficient with a 3rd DoT skill at level 40. - At level 40, 3 DoTs + power & aimed shots makes the Archer a invaluable asset to a party. Debuffer CONS - Mobs' resistance to a archer's DoTs seem to vary more on luck than statistics. Example, level 3x bone shot damage a mob, but did not poison it, a level 1x bone shot managed to poison the mob tho with lower damage. - Archers' DoTs do not stack on a same target considering the fact that all of them did not miss. Party PROS - Ideal for pulling mobs for the party due to high evasion rate(able to survive a few hits when mob aggros) and Archer's Nature Protection(able to reduce aggro to the 2nd highest threat on mob's aggro list). - DoTs needed for long boss fights. - Ideal for range damage against melee AoE/cleave attackers. Party CONS - Do not have a longer range (for pulling purposes) than a mage, thus disallowing the archer a secure place/role in a party. - Do not do enough burst damage in compare to the Mage class, thus resulting in being outcast for a grinding/leveling party often. - Long cooldown & low damage for the AoE Arrow Rain skill, not very idealistic for the party if they intend to do AoE grinding. Qn 3. PVP: how well does the Archer hold up against other classes PROS - Only class that have DoTs, ideal for group PvP (imagine casting DoTs on everyone ).- Range advantage allowing for 1st strike. - Armor and magical defence do not block DoTs damage on players. CONS - Low burst damage + low health & defense = one dead archer in 5 seconds - Low damage, depending on DoTs alone vs Healing = impossible. - Archer do not have the HP nor magical defense against a full fledged mage, definitely not with a range the same as a mage... - No ability to slow, impossible against melees.
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I have retired from this game.. Extinction. Fair Trade is no Robbery. Checkout my veteran Archer Guide #101 Last edited by Ucanius; 10-15-2007 at 02:48 AM. |
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#53 | |
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Member
Join Date: Aug 2007
Posts: 230
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Quote:
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#54 |
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Member
Join Date: Sep 2007
Posts: 19
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Thats why I posted further down that it need not be "ammo". As I mentioned, different stances, "****ing techniques", etc could also replace the word ammo and still have the desired effect.
FYI, archers DO use ammo (arrows) it's just that we have an unlimited amount of arrows. Like how in some shooters, your basic weapon has unlimited ammo, you could have special ammo that is limited (or unlimited even if you prefer). |
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#55 |
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Member
Join Date: Aug 2007
Posts: 138
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Solo: Archers do fine when leveling up solo at first - from 1-20ish, but after that, they can't kill enemies before they get to them. I feel that as a dmg dealer, I should be able to kill them way faster than i do. It's annoying that the only way to level up is to be in a party, kill stuff that's green, or use ALOT of potions/rest after every monster. Looking at the skills that the Korean version has, if we had the ability to slow the monsters down at level 27, or have buffs, or just plain do more dmg, then it would be better. I put all of my stats into STR/SPR or lots of dmg and lots of crits, but i still can't kill things fast enough when I'm solo.
Group: In a party I feel that we truly don't have a role. If we had buffs(like the increased crit rate, or atk speed, or something) then I feel that it wouldn't be so hard to get accepted into parties. Nobody wants to party with an archer, because they don't do that much more dmg than fighters/clerics, and the mage does better dmg. I would suggest having buffs earlier in the game would help out archers, and also a dmg increase. PVP: Archers need to be a little faster than the other classes. I can't kill a warrior that's 4 levels lower than me, because after i finally get him close to dying, he just runs away, and I can't kill him fast enough before he gets out of range. On the flip side, if I'm in trouble, they stun me, and all i can do is sit there and try to heal until I can get out of the way. There is no way to kill a cleric with an archer that's around the same level....with all of that end/hp and the ability to healthemselves, I can't do dmg fast enough to kill them. With a mage, it's a pretty even match. Achers have better evade and more hp, but mages do more damage. I would still like to do more damage/attack faster though. Overall: 1: Archers need buffs 2: Archers need to do more damage 3: Archers need to attack faster 4: Archers need the skills that they were supposed to have 5: I would also like it if DEX increased ranged damage, it just makes sense, and would give us evasion as well as increased dmg
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Tsujin - Pure END Fighter - Level 21 - Teva Big_Guy - Pure STR Fighter - Level 10 -Teva LittleGuy - Cleric - Level 22 - Teva Chrisipoo - Archer - Level 41 - Teva |
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#56 |
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Member
Join Date: May 2007
Posts: 395
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Ok my conclusion:
At lvl 27 I can solo bats. But not well. Party I don't do enough dmg to be noticable. But I have found some ways to help. PvP. Yea nothing much I can do. Though dodge helps alot. But bad dmg. And any damage you do can be fixed by pressing the Q button.
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I WANNA START AN ARCHER REVOLUTION!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! VISIT http://outspark.com/fiesta/forums/sh...ad.php?t=11617 FOR MY GUIDE! Click here to level me up please!(now only if lvling up in fiesta was this easy!)
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#57 | |
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Member
Join Date: Sep 2007
Posts: 421
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Quote:
2 and 3. Either do more damage than their current damage with the regular attack speed OR do the current damage at faster speed. 4. I can't think of more projectile based skills, feel free to suggest some. 5. I agree with this a lot. Either make the archer a supportive or an attacktive type class so that skills can help determien their role. |
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#58 | |
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Member
Join Date: Aug 2007
Posts: 138
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Quote:
These are the skills that the archer have in the japanese version but not this version Forest Wind - Increases resistance for cursing. Acquired lvl 20 --- Not worried about this one 6. Wind Charge – Increases accuracy of a party member. Acquired lvl 20 --- Would be very usefull, and would make people, like axe warriors want them in their party more 7. NT – Decreases attack power of target. Acquired lvl 20 --- Would help us solo, because they don't do as much dmg....also very good in parties and PvP Spirit Sone - The foot of the enemy it can be entwined (I think it means decrease speed). Acquired lvl 27 --- I guess we still get this skill but at lvl 40 instead....Would definately help to solo things though. 11. Mist Charge – Increase % of critical attack for party member. Acquired lvl 47 --- Would definately be extremely helpful, for everything. 12. Spirit Fog – Increase your defense. Acquired lvl 51 - Would help, but it's so late in the game anyways... Any of these skills would help out the archer ALOT...Especially the crit atk boost. Yes, i agree that raising their damage and attack speed is to much, I'd rather see the attack speed go up for the bow, and the damage go up for the xbow, that's my opinion. I believe that the cleric should be the character to keep everyone alive, and that the archer should be the character to help everyone kill things.
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Tsujin - Pure END Fighter - Level 21 - Teva Big_Guy - Pure STR Fighter - Level 10 -Teva LittleGuy - Cleric - Level 22 - Teva Chrisipoo - Archer - Level 41 - Teva |
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#59 |
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Member
Join Date: Sep 2007
Posts: 1
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I have a lv28 archer, took a long while to get there. lv1 to 20 is fine, after lv 20 solo is tough, almost forcing you to be in a party, which is the other tough part, is hard to find a party with an archer(very prominent in KQ, almost dead last to get a party with begging). The skills are limited compared to cleric and mage. Definitely can use increase aim & evasion party buffs (actually have some party value), entangle, faster attack rate and movement (damage is fine).
If the archer suppose to be agile, then let me be more agile. Even though the lower lv monsters miss me often, not with those bats in Moonlight tomb which I needed to kill at this lv. Resting after everyone wasn't fun. And PVP, I used every skills I had and couldn't kill fighter with 530+ hp (total hp guessing lv 19-20) while he was being pummeled by my guild member lv26 fighter. And he got no buffs whatsoever. Multi-shots skill - don't know what to do with it, tried it once on 3 boars, got 3 of them coming after me, does little damage on them at lv20. Maybe more useful in a party setting, I see people use it because their other skills cooling down, not very useful. Pros about archers, you get to pick out the monster you want to fight. |
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#60 |
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Member
Join Date: Sep 2007
Posts: 1
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all i can say is I am hoping for a longer range for archers. Archers are supposed to be speedy and a sharp shooter with bows and arrows. how can archers be sharp shooters if archer range are just the same as the mages?? i think there's a bit of class imbalance here. In a party, the cleric heals the fighter, the mage does amazing damage, the fighter stuns the monster and prevents it from getting to the mage, and lastly, the archer does.... lure?? At least let archers have amazing range so that if luring is the archer's main job, they can lure nicely. If mages and archers have equal range, then what are the archers for?? mages an lure..
![]() Last edited by jshell_1988; 10-11-2007 at 05:28 PM. |
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